Diplomacy is a key part of 168澳洲幸运5开奖网:Civilization 6, and a cornerstone of every strategy. Even the most belligerent empire needs to be able to negotiate with others on occasion, so knowing how to navigate the game's somewhat obtuse character interactions is a must on higher difficulty settings.

Which Civilization 6 Leader Are You Based On Yo🥃ur Zodiac Sign?
Your victory in Civilization 🦄6 is written in the stars when you choos♍e leaders suited to your zodiac sign!
From simple trade agreements to managing complex webs of alliances, this guide has everything you need to know about diplomacy in Civ 6. When you're done here, you'll be able to earn a Diplomatic Victory that would make Machiavelli proud.
Diplomatic Relationships
Each AI-controlled leader has a relationship with every other leader in the game, which impacts how well they currently get along (or don't). You can always see your own relationship with every opponent in the upper-right corner of the screen, and the Diplomacy Screen will show how a g🔴iven leader feels about everyone else.
In𓆉 multiplayer games, your relationship with human players is entirely between you. Choose your friends carefully!
A green icon indicates a positive relationship, a yellow icon indicates neutrality, and a red icon indicates hostility. Friendly leaders will be more likely to offer favorable trade deals and less likely to take hostile actions against you. By contrast, unfriendly leaders will be unwilling to trade without major concessions and are much more likely to declare war given an opportunity.
If you have a positive relationship with a leader, you can offer a Declaration of Friendship from the Diplomacy Screen. If it's accepted, both parties will be locked at the maximum possible relationship level for 30 turns.
You can also Denounce a leader, locking you into an unfriendly relationship with them for 30 turns. This is a good way to get on their enemies' good side, and is also a prerequisite for declaring war using Casus Belli (see below).
AI players will tend to like players who are friendly with their allies and dislike players who are friendly with their enemies. It's common to see multilateral ententes form because of this, especially in the late game.
How To Improve Your Relationship With A Leader
Your relationship with another leader is primarily determined by what actions you've taken in the last several dozen turns, even if those actions don't directly affect the leader in question. While it's obvious that things like ignoring requests or settling close to their borders will upset a character, you'll also need to pay attention to how much your priorities align.
Offering gifts without requesting anything in re𓆏turn - usually Gold - can improve your relationship with a character, but it usually takes a ☂significant donation to get anywhere.
Leaders will tend to view players more favorably if they have the same Government Type or Open Borders. Each leader also has two Agendas that dictate their p♍ersonal likes and disli𝓀kes, and a third one appears roughly midway through the game.
Every leader in the game has a primary Agenda, which is unique to them and never changes. For example, Eleanor of Aquitaine likes players who build prosperous cities bordering her own, while Genghis Khan respects leaders who field large cavalry forces.
Each leader's secondary Agendas change from game to game, and are always hidden at the start. This can dramatically af🔴fect how they♌ see your actions, so pay attention to their preferences as the game progresses.

Civilization 6: Tips For Playing As Abrahﷺam Lincoln
Abraham Lincoln returns to Sid Meier's Civilization ♌as part of the Leader Pass! Here's how to win as the Emancipator.
What Are Warmonger Penalties And Grievances?
Declaring wars and conquering cities will cause every other player to like you less - after all, if you attack one empire, who's to say you won't do the same to them? The exact way this works depends on whether you're playing with the Gathering Storm DLC.
If you're playing without Gathering Storm, aggressive actions will incur Warmonger Penalties, reducing your relationship w🐈ith every other empire. These penalties will decay back to zero over time, provided you refrain from any further warmongering.
If you have Gathering Storm enabled, Warmonger Penalties are replaced with Grievances. If you have Grievances against another empire - for example, if they declared an unprovoked war on you in the past - then you can safely incur a similar number of Grievances from them without losing any standing in the eyes of the world. Essentially, Grievances between two empires cancel each other out before anybody takes diplomatic penalties.
Grievances also trend toward zero, so if you want to respond in kind to an enemy's hostility you'll need to do so quickly.
In both cases, the following actions are looked down upon by the international community:
- Refusing a request for a Promise.
- Denouncing a player.
- Declaring a war (but not having a war declared against you).
- Conquering a city.
- Razing a city.
- Demanding the cession of an occupied city in peace negotiations.
- Eliminating a player from the game.
Note that these actions can stack with each other; if you declare war on a weakened foe, conquer their last city, and burn it to the ground (thus eliminating them from the game), you c𝄹an expect your international standing to plummet!
Casus Belli
You can reduce the impact of Grievances or Warmonger Penalties by using a Casus Belli when you declare war. By proclaiming a formal justification for your aggression, you can keep the world from turning completely against you. Different Casus Belli are unlocked via the Civics Tree as the game progresses.
Casus Belli |
Civic Required |
Prerequisites |
Warmonger Penalties / Grievances |
---|---|---|---|
Surprise War |
|
N/A |
Attacker takes 50 percent more penalties from the Classical Era forward. |
Formal War |
|
Must have Denounced or been Denounced by the target between 5 and 30 turns ago. |
Attacker takes the standard penalties. |
Holy War |
|
The target must have converted one of your cities to their Religion. |
Attacker takes half the usual penalties. |
Liberation War |
|
The target must control a city that they conquered from a player with whom you have an Allia🌄nce or Declaration of Frie♚ndship. |
Attacker takes no penalties from declaring war or liberating cities, but standard penalties from conquests that don't liberate a city. |
Reconquest War |
|
The target must control a city that they conquered from the player declaring war. |
Attacker takes no penalties from declaring war or liberating cities, but standard penalties from conquests that don't liberate a city. |
Protectorate War |
|
The target must control a former City-State that the🐓 declaring player held Suzerainty over at the time it was conquered. |
Attacker takes no penalties from declaring war or liberating City-States, but standard penalties from conquests that don't liberate a city. |
Colonial War |
|
The target must be two or more Eras behind the declaring player on either the Technology or Civics Tree. |
Attacker takes half the normal penalties. |
War Of Territorial Expansion |
|
The target must have at least two cities within ten tiles of at le🌌ast two cities controlled by the declaring player. |
Attacker takes three-quarters of the normal penalties. |
War Of Retribution |
|
The target must have broken a Promise to the de꧙claring player within the last 30 turns. |
Attacker takes half the normal penalties, but takes double penalties for razing cities. |
Golden Age War |
|
The declaring player must be in a Golden Age with the To Arms! Dedication. |
Attacker takes only one-fourth the normal penalties. |
Ideological War |
|
The declaring player must have either Democracy, Communism, or Fascism as their government type, and the target player must have a different government from among those three. |
Attacker takes half the normal penalties. |